Base Class: Barbarian
to be added
Weathered
You have endured some tough storms and know how to brace yourself. Starting at 3rd level, you gain advantage on saving throws against environmental hazards based on weather or climate and if they would impose disadvantage on perception checks, you can roll normally. While you are raging you also have advantage on saving throws against AoE effects that deal cold, lightning or thunder damage, provided that you can see the effect.
Gale
You can command the winds or currents to push people around. While you are raging at 3rd level, you can use a bonus action to choose a creature (including yourself) within 15 feet of you and move it 10 feet horizontally in any direction. If the creature is not willing, it has to make a strength saving throw against DC 8 + your constitution modifier + your proficiency modifier. Creatures that are prone, restrained or incapacitated cannot be moved.
Eye of the Storm
At 6th level, a storm forms itself around you while you are raging. The storm is a sphere with a radius of 10 feet centered on you. Each time you enter your rage you decide whether it is a blizzard (cold damage), a hurricane (thunder damage) or a thunderstorm (lightning damage). You gain resistance to the chosen type while you are raging. Any creature except for yourself that starts their turn inside the storm or enters it during your turn must make a con save (against the same save DC as the Gale) or take damage equal to your proficiency modifier in the type of your storm. You can use your reaction to make a creature automatically fail or succeed the roll.
Warding Winds
At 10th level, your storm can shield your allies from the elements. While your storm aura is up creatures of your choice (within your aura) also have resistance to the damage type of the aura. Additionally you gain a benefit based on the type
Blinding Blizzard
Ranged attacks targeting any creature in your aura are made at disadvantage and when a creature fails their saving throw against your gale you can use your reaction to give them disadvantage on their melee attacks until the start of you next turn.
Flashing Thunderstorm
Your gale distances is doubled and when you can use your reaction to have your gale not provoke attacks of opportunity.
Hurling Hurricane
Creatures of your choice within your aura have advantage on saving throws against being restrained or knocked prone and when a creature fails their saving throw against the damage of your storm aura or gale, you can use your reaction to have them fall prone.
Furies Flight
At 14th level While you are raging you gain a flying speed equal to your walking speed. Additionally, you can use you gale to move creatures vertically as well, but only for 5 feet at a time.
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